Kes

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@rue669 Just a thought. The lights given off by your crystals are clearly defined circles with quite strong boundaries. Light doesn't really work like that, it is more diffuse. I'd suggest blurring them outwards quite a bit.
 

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@superkoopa Fuzzy like nobody's business! :biggrin: Looks really good, honey, the only tiny li'l critique I have for ya is the tiles right under yo charas. Their corners look a li'l too sharp, cud you do something to round them off a bit? Otherwise stellar work! :wub

@rue669 WE GET TO PLAY AS JUDAS IN A GIANT MECHA? :kaoluv: Get yo game done already and lemme at it! :biggrin:
 

rue669

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@Kes Thanks, Kes. I don't think the plugin I use would allow that kind of precision in lighting (I use TerraxLighting in MV). If you don't mind me digging a bit, how would you approach it?

@alice_gristle I'm working on it! I appreciate your continued support!
 

Kes

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@rue669 This is how I'd do it.

  • You'll need an image program e.g. GIMP (free), PhotoShop or paint.NET (because it supports transparency.
  • Import your light image. If it is one which is completely created by your lighting plugin, then use the elliptical tool to draw a circle and fill it with a slightly yellowish colour, with perhaps a touch of pink or a colour to go with the colour of the different crystals. Adjust the colour and brightness to your taste.
  • Again using the elliptical tool, draw a larger circle round your image. Then (using GIMP as an example) pick Blur, then Gaussian blur. Set it to something quite small the first time e.g. 0.5. That will blur the edges. Adjust the settings to your preference.
  • Save it to a character sheet (together with the others if you are doing multiple colours), import it into your project.
  • Put it over the crystal using an event.
  • If you want to get really adventurous, make three of each light, each one a slightly different opacity and brightness, and check 'Stepping Animation' on the event. That will give you a slightly fluctuating light which makes it look more lively than a static one.
Hope this helps.
 

rue669

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@Kes Very clear and easy to follow. Thank you for taking the time to provide these step-by-step instructions. I'm going to test that out.
 

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@alice_gristle Why thank you! The water is not animated at the moment, I'm thinking of how to go about it. I think the best method would be to make the image a character sheet, make the water section transparent, and then take the water part and make it as a scrolling parallax behind the character sheet.
 
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Kes

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Again I've not posted anything in a while.

The windows are small and barred for story reasons, not for any aesthetic!
I was surprised that I couldn't find MV/MZ side vew fire places. I find them ultra fiddly to make and doing stuff like that is slowing me down.

Untitled.png
 

LucaBicono

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I've been revamping the exterior of the first area in the game I'm working on, not sure if I'll be splitting it up into different sections for the front, back, and side yards like I currently have, but I figured it'd be good to have a master file showing the entire exterior, just to make it easier to visualize. Also gave the building itself a complete makeover to make it look less utilitarian and more like an actual lodge. Still in the process of filling in the empty spaces. Thanks go to @Enigma_Productions for the tree assets.

entangled_CabinEXT_Front_old.png

entangled_CabinGrounds_New.png
 
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Kes

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@LucaBicono That's a definite improvement. However, there is one change you've made which I think was a bit of a mistake. In the original the trees around the edges were nice and irregular. In the new version they are completely squared off, making the map feel like a box.
 

Danatoth

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Again I've not posted anything in a while.

The windows are small and barred for story reasons, not for any aesthetic!
I was surprised that I couldn't find MV/MZ side vew fire places. I find them ultra fiddly to make and doing stuff like that is slowing me down.

View attachment 263558
I'm liking the look of it. However if I'd make a suggestion, perhaps pull the chair or table just slightly onto the rug just a hair (like a few pixels) to cover up straight lines. It's the only thing that distracts my eye in the map. It might not actually look natural if you think about it, but looking in passing I think it would look better.
 

Ms Littlefish

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Danatoth, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.
 

LucaBicono

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@Kes Yeah, I see what you mean. Definitely something I'll be mindful of when I go back to fill things in. Thanks!
 

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